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Doom
Developer(s) id Software
Publisher(s) id Software

Doom (or DOOM)a is a 1993 computer game by id Software that is among the landmark titles in the first-person shooter genre. It is widely recognized for its pioneer use of immersive 3D graphics, networked multiplayer gaming, and the support for players to create custom expansions (WADs). Distributed as shareware, Doom was downloaded by an estimated 10 million people within two years, popularizing the mode of gameplay and spawning a gaming subculture; as a sign of its impact on the industry, games from the mid-1990s boom of first-person shooters are often known simply as "Doom clones". Its graphic and interactive violence[1] has also made Doom the subject of much controversy reaching outside the gaming world.

The Doom franchise was continued with Doom II: Hell on Earth (1994) and numerous expansion packs, including The Ultimate Doom (1995), Master Levels for Doom II (1995), and Final Doom (1996). Originally released for PC/DOS, these games have later been ported to many other platforms, including nine different game consoles. The series lost mainstream appeal as the technology of the Doom game engine was surpassed in the mid-1990s, although fans have continued making WADs, speedrunning, and modifying the source code which was released in 1997. The franchise again received popular attention in 2004 with the release of Doom 3, a retelling of the original game using new technology, and an associated 2005 Doom motion picture.

Contents

  • 1 Game features
    • 1.1 Story
    • 1.2 Gameplay
  • 2 Development
    • 2.1 Engine technology
  • 3 Release and later history
    • 3.1 Initial popularity
    • 3.2 WADs
    • 3.3 Clones and related products
    • 3.4 Controversy
    • 3.5 Continued legacy
  • 4 References
  • 5 Notes
  • 6 External links

Game features

Story

Doom has a science-fiction-horror-theme, and a simple plot. The background is only given in the game's manual, and the in-game story is mainly advanced with short messages displayed between the game's episodes.

The player takes the role of a nameless space marine, "one of Earth's toughest, hardened in combat and trained for action", who has been deported to Mars for assaulting a senior officer when ordered to kill unarmed civilians. He is forced to work for the Union Aerospace Corporation (UAC), a military-industrial conglomerate that is performing secret experiments with teleportation between the moons of Mars, Phobos and Deimos. Suddenly, something goes wrong and creatures from Hell come out of the teleportation gates. A defensive response from base security fails to halt the invasion, and the bases quickly get overrun by demons, all personnel getting killed or turned into zombies. At the same time, Deimos vanishes entirely. A UAC team from Mars is sent to Phobos to investigate the incident, but soon radio contact ceases and only one human is left alive — the player, whose task is to make it out alive.[2]

Episode I: Knee-Deep in the Dead takes place in the military base on Phobos. In this image the main character is currently using the chainsaw, a powerful mêlée-only weapon. Pools of toxic waste are visible on both sides, and a zombified human approaches.
Episode III: Inferno is set in Hell. The main character has just fired the shotgun at a group of Imps and is cycling it. He is badly injured and has only seven shells left.
Spoiler warning: Plot and/or ending details follow.

In order to beat the game, the player must fight through three episodes containing nine levels each (see Episodes and levels of Doom). Knee-Deep in the Dead, the first episode and the only one in the shareware version, is set in the high-tech military bases on Phobos. It ends with the player fighting the Barons of Hell and afterwards entering the teleporter leading to Deimos, there getting overwhelmed by monsters and seemingly killed. In the second episode, Shores of Hell, the player journeys through the Deimos installation, whose areas are interwoven with beastly architecture. After encountering the Cyberdemon, the truth about the vanished moon is discovered: it is floating above Hell. The player climbs down to the surface, and the final episode, Inferno, begins. After destroying the final boss, the Spider Mastermind, a hidden doorway opens for the hero who has "proven too tough for Hell to contain", leading back home to Earth. The expansion pack Ultimate Doom adds a fourth episode, Thy Flesh Consumed, chronicling the marine's return to Earth.

Gameplay

Main article: Gameplay of Doom

Being a first-person shooter, Doom is experienced through the eyes of the main character. The objective of each level is simply to locate the exit room that leads to the next area (usually labeled with an inviting red EXIT sign), while surviving all hazards on the way. Among the obstacles are monsters, pits of radioactive slime, ceilings that come down and crush the player, and locked doors for which a keycard or remote switch need to be located. The levels are sometimes labyrinthine (the automap is a crucial aid in navigating them), and feature plenty of hidden secret areas that hold power-ups as a reward for players who explore.

Doom is notable for the weapons arsenal available to the player, which became prototypical for first-person shooters. The player starts armed only with a pistol, and brass-knuckled fists in case the ammunition runs out, but larger weapons can be picked up: these are a chainsaw, a shotgun, a chaingun, a rocket launcher, a plasma gun, and finally the immensely powerful BFG 9000. There is a wide array of power-ups, such as a backpack that increases the player's ammunition-carrying capacity, armor, first aid kits to restore health, and blue demonic orbs that boost the player's health percentage beyond 100%, up to a maximum of 200%.

The enemy monsters in Doom make up the central gameplay element. The player faces them in large numbers, on the higher of the game's five difficulty levels often encountering a dozen or more in the same room. There are 10 types of monsters (Doom II doubles this figure), including possessed humans as well as demons of different strength, ranging from weak but ubiquitous imps and red, floating cacodemons, to the bosses which survive multiple strikes even from the player's strongest weapons. The monsters have very simple behavior, consisting of either walking toward the player or attacking by throwing fireballs, biting, and scratching (though they can also fight each other).

Aside from the single-player game mode, Doom features two multiplayer modes playable over a network: "co-operative", in which two to four players team up against the legions of Hell, and "deathmatch", in which two to four players fight each other.

Doom single-player gameplay demonstration (info)
Video of a single-player game, in the level E3M6: Mount Erebus.
Problems seeing the videos? Media help.


Development

Main article: Making of Doom

Some of the Doom monsters were digitized from sculptures. Here, Adrian Carmack creates the Baron of Hell in clay.

The development of Doom started in 1992 with John Carmack creating the new game engine, the Doom engine, while the rest of the team finished Spear of Destiny. When the game design phase began in late 1992, the main thematic influences were the science fiction action movie Aliens and the horror movie Evil Dead II. The title of the game was picked by Carmack:

There is a scene in "The Color of Money" where Tom Cruse [sic] shows up at a pool hall with a custom pool cue in a case. "What do you have in there?" asks someone. "Doom." replied Cruse with a cocky grin. That, and the resulting carnage, was how I viewed us springing the game on the industry. [3]

Designer Tom Hall wrote an elaborate design document called the Doom Bible, according to which the game would feature a detailed storyline, multiple player characters, and a number of interactive features.[4] However, many of his ideas were discarded during development in favor of simpler design primarily advocated by Carmack, resulting in Hall in the end being forced to resign due to not contributing effectively in the direction the rest of the team was going. Most of the level design that ended up in the final game is that of John Romero and Sandy Petersen. The graphics, by Adrian Carmack, Kevin Cloud and Gregor Punchatz, were created in various ways: although much was drawn or painted, several of the monsters were digitized from sculptures in clay or latex, and some of the weapons are toy guns from Toys "R" Us. A heavy metal-ambient soundtrack was supplied by Bobby Prince. [5]

Engine technology

Main article: Doom engine

Doom's primary distinguishing feature at the time of its release was its realistic 3D graphics, then unparalleled by other real-time-rendered games running on consumer-level hardware. The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine:

Doom relies heavily on contrasts of lighting in building its atmosphere.
  • Height differences (all rooms in Wolfenstein 3D are at the same altitude);
  • Non-perpendicular walls (all walls in Wolfenstein 3D run along a rectangular grid);
  • Full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are not texture mapped); and,
  • Varying light levels (all areas in Wolfenstein 3D are fully lit at the same brightness). While contributing to the game's visual authenticity by allowing effects such as highlights and shadows, this perhaps most importantly added to the game's atmosphere and even gameplay; the use of darkness as a means of frightening or confusing the player was an unseen element in games.

In contrast to the static levels of Wolfenstein 3D, those in Doom are highly interactive: platforms can lower and rise, floors can raise sequentially to form staircases, and bridges can raise and lower. The life-like feeling of the environment was enhanced further by the stereo sound system, which made it possible to roughly tell the direction and distance of a sound's origin. The player is kept on guard by the grunts and gnarls of monsters, and receives occasional clues to finding secret areas in the form of sounds of hidden doors opening remotely. Monsters can also become aware of the player's presence by hearing distant gunshots.

Carmack had to make use of several tricks for these features to run smoothly on 1993's home computers. Most significantly, Doom levels are not truly three-dimensional; they are internally represented on a plane, with height differences added separately (a similar trick is still used by many games to create huge outdoor environments). This leads to several limitations: it is, for example, not possible for a Doom level to have one room over another. This two-dimensional representation does, however, have the benefit that rendering can be done very quickly, using a binary space partitioning method. Another benefit was the clearness of the automap because it could be displayed with 2D vectors without the risk of overlapping.

Another important feature of the Doom engine is a modular approach that allows the game content to be replaced by loading custom WAD files. Wolfenstein 3D was not designed to be expansible, but fans had nevertheless figured out how to create their own levels for it, and Doom was designed to take the phenomenon further. The ability to create custom scenarios contributed significantly to the game's popularity (see the section on WADs below).

Release and later history

Initial popularity

The development of Doom was surrounded by much anticipation. The large number of posts in Internet newsgroups about Doom led to the SPISPOPD joke, to which a nod was given in the game in the form of a cheat code. In addition to news, rumors, and screenshots, unauthorized leaked alpha versions also circulated online. (Many years later these alpha versions were sanctioned by id Software because of historical interest; they reveal how the game progressed from its early design stages.) The first public version of Doom was uploaded to an FTP run at the University of Wisconsin on December 10, 1993.

Released as shareware, people were encouraged to distribute Doom further, and did so: in 1995, Doom was estimated to have been installed on more than 10 million computers. Although most users did not purchase the registered version, over one million copies have been sold, and the popularity helped the sales of later games in the Doom series which were not released as shareware. In 1995, The Ultimate Doom (version 1.9, including episode IV) was released, making this the first time that Doom was sold commercially in stores.

Recognizing the game's popularity, Bill Gates made a presentation to promote Windows 95 while digitally superimposed into Doom to blast zombies.

In a press release dated January 1, 1993, id Software had written that they expected Doom to be "the number one cause of decreased productivity in businesses around the world". This prediction came true at least in part: Doom became a major problem at workplaces, both occupying the time of employees and clogging computer networks with traffic caused by deathmatches. Intel and Carnegie Mellon University are among many organizations reported to form policies specifically disallowing Doom-playing during work hours. At the Microsoft campus, Doom was by one account[5a] equal to a "religious phenomenon".

In late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system Windows 95, despite million-dollar advertising campaigns for the latter. The game's popularity prompted Bill Gates to briefly consider buying id Software, and led Microsoft to develop a Windows 95 port of Doom to promote the operating system as a gaming platform. One such presentation to promote Windows 95 had Bill Gates digitally superimposed into the game. [6]

Doom was also widely praised in the gaming press. In 1994, it was awarded Game of the Year by both PC Gamer and Computer Gaming World. It also received the Award for Technical Excellence from PC Magazine, and the Best Action Adventure Game award by the Academy of Interactive Arts & Sciences.

In addition to the thrilling nature of the single-player game, the deathmatch mode was an important factor in the game's popularity. Doom was not the first first-person shooter with a deathmatch mode—MIDI Maze on the Atari ST had one in 1987, using the MIDI ports built into the ST to network up to four machines together. However, Doom was the first game to allow deathmatching over ethernet, and the combination of violence and gore with fighting friends made deathmatching in Doom particularly attractive. Two player deathmatch was also possible over a phone line by using a modem. Due to its widespread distribution, Doom hence became the game that introduced deathmatching to a large audience (and was also the first game to use the term "deathmatch").

WADs

Main article: Doom WADs

Ghostbusters is one of many movies that have been made into Doom WADs.

The ability to create custom levels and otherwise modify the game, in the form of custom WAD files, turned out to be a particularly popular aspect of Doom. Gaining the first large mod-making community, Doom affected the culture surrounding first-person shooters, and also the industry. Several to-be professional game designers started their careers making Doom WADs as a hobby, among them Tim Willits, who later became the lead designer at id Software.

The first level editors appeared in early 1994, and additional tools have been created that allow most aspects of the game to be edited. Although the majority of WADs contain one or several custom levels mostly in the style of the original game, others implement new monsters and other resources, and heavily alter the gameplay; several popular movies, television series and other brands from popular culture have been turned into Doom WADs by fans (without authorization), including Aliens, Star Wars, The X-files, The Simpsons and Batman.

Some addon files were also made which changed the sounds made by the various characters and weapons. Notable ones were samples from beavis and butthead and the famous orgasm scene from When Harry met Sally.

Around 1994 and 1995, WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books. FTP servers became the primary method in later years. A few WADs have been released commercially, including the Master Levels for Doom II, which was released in 1995 along with Maximum Doom, a CD containing 1,830 WADs that had been downloaded from the Internet. Several thousands of WADs have been created in total: the idgames FTP archive contains over 13,000 files[7], and this does not represent the complete output of Doom fans.

Third party programs were also written to handle the loading of various WADs, since the game is a DOS game and all commands had to be entered on the command line to run. A typical launcher would allow the player to select which files to load from a menu, making it much easier to start.

Clones and related products

Main articles: Doom clones, Versions and ports of Doom, Doom spin-offs and homages

The phrase "Doom clone" was initially popular to describe the style of gameplay in Doom-like games, but after 1996 was gradually replaced by the more generic "first person shooter".

The popularity of Doom led to the development of a sequel, Doom II: Hell on Earth (1994), as well as expansion packs and alternate versions based on the same game engine, including The Ultimate Doom (1995), Final Doom (1996), and Doom 64 (1997). Doom became a killer application that all capable consoles and operating systems were expected to have, and versions of Doom have subsequently been released for the following systems: DOS, Microsoft Windows, QNX, Irix, NEXTSTEP, Linux, Apple Macintosh, Super NES, Sega 32X, Sony PlayStation, Game Boy Advance, Atari Jaguar, Sega Saturn, Nintendo 64, the Tapwave Zodiac and 3DO. The total number of copies of Doom games sold is unknown, but may be well over 4 million[8]; Doom II alone has sold for over $100 million.

The game engine was licensed to several other companies as well, who released their own games based on it, including Heretic, HeXen, Strife and HacX. There is also a Doom-based game released by a breakfast cereal maker as a product tie-in called Chex Quest, and the United States Marine Corps released Marine Doom, designed to "teach teamwork, coordination and decision-making".

Dozens of new first-person shooter titles appeared following Doom's release, and they were often referred to as "Doom clones" rather than "first-person shooters". Some of these were certainly "clones"—hastily assembled and quickly forgotten about—others explored new grounds of the genre and were highly acclaimed. Doom's principal rivals were Apogee's Rise of the Triad and Origin Systems' System Shock. The popularity of Star Wars-themed WADs is rumored to have been the factor that prompted LucasArts to create their first-person shooter Dark Forces. [9]

When, three years later, 3D Realms released Duke Nukem 3D, a tongue-in-cheek science fiction shooter based on Ken Silverman's technologically similar Build engine, id Software had nearly finished Quake, its next-generation game, which mirrored Doom's success for the remainder of the 1990s and significantly reduced interest in its predecessor. The franchise remained in that state until 2000, when Doom 3 was announced. A retelling of the original Doom using entirely new graphics technology, Doom 3 was hyped to provide as large a leap in realism and interactivity as the original Doom, but received mixed reactions when released in 2004.

Doom has appeared in several forms in addition to games, including a comic book, four novels by Dafydd Ab Hugh and Brad Linaweaver (loosely based on events and locations in the games), and a film starring Karl Urban and The Rock released in 2005. The game's development and impact on popular culture is also the subject of the book Masters of Doom by David Kushner.

Controversy

The rocket launcher can be used to explode enemies into piles of gibs; the graphic violence made Doom highly controversial.

Doom was and remains notorious for its high levels of violence, gore, and Satanic imagery, which have generated much controversy from a broad range of groups. It has been criticized numerous times by Christian organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder Lt. Col. David Grossman.[10] Doom prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing, and in 1994 led to unsuccessful attempts by Washington state senator Phil Talmadge to introduce compulsory licensing of VR use.

The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like fucking Doom" and that his shotgun was "straight out of" the game[11]. A rumor spread afterwards that Harris had designed Doom levels that looked like the halls of the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for Columbine by playing these levels over and over. However, although Harris did design Doom levels, they were not simulations of Columbine (see Harris levels).

Continued legacy

Doom is widely regarded as one of the most important titles in gaming history. It was voted the "#1 game of all time" in a poll among over 100 game developers and journalists conducted by GameSpy in July 2001[12], and PC Gamer proclaimed Doom the most influential game of all time in its ten-year anniversary issue in April 2004. However, several game journalists have also contrasted the relatively simplistic gameplay in Doom unfavorably with more story-oriented first-person shooters such as Half-Life.

Although the popularity of the Doom games dropped with the release of Quake (1996) and afterwards, the games have retained a strong fan base that continues playing competitively and creating WADs (the idgames FTP archive receives a few to a dozen new WADs each week as of 2005), and Doom-related news is still tracked at multiple websites such as Doomworld. Interest in Doom was renewed in 1997, when the source code for the Doom engine was released (it was also placed under the GNU General Public License in 1999). Fans then began porting the game to various operating systems, even to previously unsupported platforms such as the Dreamcast and the iPod, and adding new features such as OpenGL rendering and scripting, which allows WADs to alter the gameplay more radically. There are well over 50 different Doom source ports, some of which remain under active development.

Devoted players have spent years creating speedruns for Doom, competing for the quickest completion times and sharing knowledge about routes through the levels and how to exploit bugs in the Doom engine for shortcuts. Achievements include the completion of both Doom and Doom II on the Ultra-Violence difficulty setting in less than 30 minutes each. In addition, a few players have also managed to complete Doom II in a single run on the Nightmare! difficulty setting, on which monsters are twice as fast and respawn some time after they have been killed (level designer John Romero characterized the idea of such a run as "[just having to be] impossible"[13]). Movies of most of these runs are available from the COMPET-N website.

References

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                                Notes

                                • Note a: The variations Doom and DOOM have both been used in official contexts. The variation DooM, stylized after the game's logo, is also occasionally encountered, but has fallen out of use almost completely in recent years.

                                External links

                                Wikiquote has a collection of quotations related to:
                                Doom
                                Wikibooks has more about this subject:
                                ]]
                                • Official websites
                                  • Doom at id Software's official website
                                  • Doom at Activision's official website
                                • Unofficial portal sites with Doom-related news, forums, information resources, and downloads
                                  • Doomworld.com - Doomworld
                                  • PlanetDoom.com
                                  • NewDoom.com
                                • Information resources
                                  • The Doom Wiki at Wikicities - includes encyclopedic articles, trivia, strategy guides, and editing information
                                  • ClassicDoom.com - focuses on walkthroughs and comparisons of Doom versions
                                  • The Page of Doom - contains articles about the history of the Doom games
                                  • OldDoom.com - contains general information
                                  • It Plays Doom - a database of the different gadgets Doom has been ported to
                                  • Doom at MobyGames
                                  • Doom at IMDB
                                • WADs and fan creations
                                  • Doomworld's web interface to the comprehensive idgames FTP archive
                                  • Doom Wad Station - another large collection of WADs
                                  • Compet-N - Compet-N - the main Doom speedrunning site
                                  • The Dark Side of Phobos - unofficial album with rearranged Doom music
                                Doom series
                                Games
                                Doom | Versions and ports of Doom | Doom II | The Ultimate Doom | Master Levels for Doom II | Final Doom | Doom 64 | Doom 3 | Resurrection of Evil | Doom RPG
                                Technical
                                Doom engine | Doom 3 engine | WAD files
                                Spinoffs
                                Doom spin-offs and homages | Doom (film)
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doom news and doom articles

Here's our top rated doom links for the day:

With Doom and Internet link, Xbox 360 leads the way 

Boston Globe - Oct 28 1:54 AM
For all of the frenzy stirred up last year by the debut of Microsoft Corp.'s Xbox 360 video game console, there weren't a whole lot of exciting games offered. Things are better now. Just last month, Microsoft unleashed one of its most significant Xbox 360 games yet. It's called Doom. Not Doom II, Doom III, or Doom, Based On The ...

DOOM's Pinky Demon Surprise (id software, PC) 
GameSpy - Oct 27 11:30 PM
Sure, nowadays the graphics in the original Doom don't look especially terrifying (unless you have an unreasonable fear of pixels), but back then the immersion factor of id's first-person shooter was unmatched.

Internal Crisis Set To Doom The Fairways Of MPGA 
Bernama - Oct 27 12:00 AM
PUTRAJAYA, Oct 27 (Bernama) -- An internal crisis in the Professional Golfers Association of Malaysia (MPGA) has left local professional golfers in a dilemma and is threatening to doom the fairways of the MPGA.

Mistakes doom Marshall in football playoffs 
Terre Haute Tribune-Star - 2 hours, 25 minutes ago
The Marshall football team could never escape the shadow of its first series against Carmi-White County in a Class 2A IHSA playoff game at Bush Field. Worse, the mistakes kept coming for the Lions, as more miscues led to an easy 40-11 Carmi victory.

Special teams woes doom Delcambre 
The Daily Iberian - Oct 28 8:44 PM
DELCAMBRE The old football adage about special teams and turnovers changing games came true Friday night as the Vermilion Catholic Eagles took advantage of both in beating the Delcambre Panthers 33-7 in District 8-A.

Penalties doom Maroons 
Quad-City Times - 55 minutes ago
The pain Moline felt Friday night in an opening-round loss in the Illinois Class 7A football playoffs was mostly self inflicted.

War tightens House races 
Pittsburgh Post-Gazette - 2 hours, 23 minutes ago
GALENA, Ohio -- U.S. Rep. Pat Tiberi, a boyishly vigorous three-term Republican, was explaining the fine points of the Medicare prescription plan when a small voice of doom interrupted from the back of the room.

UK: Palandri CEO shrugs off "doom and gloom" 
Just Drinks - Oct 27 4:55 AM
Palandri CEO Darrel Jarvis today (27 October) boasted that the Australian wine producer had once again bucked the trend and delivered results that shrugged off the doom and gloom predictions for the sector.

Shorthanded goals doom Ice Bats loss to Lubbock 
News 8 Austin - Oct 28 1:15 PM
The Lubbock Cotton Kings scored three shorthanded goals to move past the Austin Ice Bats, 4-2 Friday night at Chaparral Ice Arena. The loss evens the Ice Bats early season record at 1-1.

Errors turned Series toward Cards 
Houston Chronicle - 1 hour, 3 minutes ago
Watch for the Detroit Tigers' pitching staff to take a little extra fielding practice next spring. The inability to make a few simple throws and get the Cardinals out helped doom the AL champions during the World Series.

Last Update: 2006-10-28 23:45:42

Thank you for reading the doom page - doom

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